Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 129 130 [131] 132 133 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1069447 times)

Dbuhos

  • Bay Watcher
  • Carbon Strain
    • View Profile
    • DeviantArt
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1950 on: June 21, 2012, 03:29:10 am »

So I am working on this "realistic" body mod and obviously I have to flipping idea what I'm doing. However, I get this annoying No tissue thickness error.  What am I supposed to do ?


Body File
Spoiler (click to show/hide)

Creature File
Spoiler (click to show/hide)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1951 on: June 21, 2012, 03:34:21 am »

You need a body detail plan for the tissue layers for the parts.

Dbuhos

  • Bay Watcher
  • Carbon Strain
    • View Profile
    • DeviantArt
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1952 on: June 21, 2012, 04:07:04 am »

Oooooh. Thanks you, got it to work :D
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1953 on: June 21, 2012, 01:23:31 pm »

No head connected to the Neck? so cutting the neck off is decapication
Logged

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1954 on: June 21, 2012, 09:11:39 pm »

I'm a complete noob relating to modding, and i'd like help with a modded race. Their supposed to be angry war-waging winged humanoids and by winged, I mean humans with wings, but, well, not working.  They can fly, but don't have wings. I try to add the wings by copying some stuff from blue-jays, but, well, now they don't have arms at all. I could just copy off from them entirely, but i'd like for them to have hands. help peoples?
Spoiler (click to show/hide)
Logged
The Age of Man is over. It is the Fire's turn now

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1955 on: June 21, 2012, 09:23:16 pm »

Why HUMANIOD_ARMLESS??? just use HUMANOID and leave the 2WINGS in

That will leave them with all limbs plus a set of wings
Logged

Sarlare

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1956 on: June 22, 2012, 11:35:46 am »

Quick question for you modders out there!

I've been just getting in to tweaking DF again, working at a surface race for a new challenge. I was looking over the nobility / appointed positions and noticed the HAMMERER seems to have some room for tweaks. I'm under the impression that the line [EXECUTION_SKILL:HAMMER] allows this executioner position can be assigned any weapons. Is this true? If I was to change the skill from HAMMER to AXE for example, would the HAMMERER now bash the criminal to death with an axe instead?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1957 on: June 22, 2012, 11:48:07 am »

I have my humans Executioner use the AXE skill, but since he is apointable, I don't know if this works. Since he is happy to got about without picking up a axe. Unless you need to make him a squad and make him use the axe.
Logged

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1958 on: June 22, 2012, 04:53:35 pm »

If I put [SKILL_LEARN_RATES:40] on a creature and follow it up with [SKILL_LEARN_RATE:X:150], will the second token overwrite the first, or will the creature learn X skill as slowly as the others?
« Last Edit: June 22, 2012, 05:04:35 pm by Crazy Cow »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1959 on: June 22, 2012, 05:07:40 pm »

The second will overwrite the first.

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1960 on: June 22, 2012, 05:14:33 pm »

Good to know. Thank you~

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1961 on: June 23, 2012, 02:37:16 pm »

Is it possible to guarantee that there is only ever one of a particular creature?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1962 on: June 23, 2012, 02:40:04 pm »

Population Number: 1 should do it. But it can easily die out in worldgen, and there will be only ONE for each world... so chances that you find it in fortress mode are more then slim.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1963 on: June 23, 2012, 02:43:35 pm »

Hmm, I thought population number was the number per square of the region.

I'm fine with it dieing out in worldgen and the possibility of never seeing it in fortress mode.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1964 on: June 23, 2012, 02:55:43 pm »

You might be right. But I dont see another way to make a creature unique. I would love to have a reaction that you can only do once, or an item you can produce only once... but that is rather difficult. ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 ... 129 130 [131] 132 133 ... 544